Jet Punch
The user summons a torrent around its fist and punches at blinding speed. This move always goes first.
Protect
Prevents any moves from hitting the user this turn.
Wave Crash
The user shrouds itself in water and slams into the target with its whole body to inflict damage. This also damages the user quite a lot.
Close Combat
Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
Flip Turn
Inflicts regular damage with no additional effect.
Bulk Up
Raises the user’s Attack and Defense by one stage.
Ice Punch
Has a chance to freeze the target.
Mystic Water
Held: Water-Type moves from holder do 20% more damage.
Leftovers
Held: Restores 1/16 (6.25%) holder’s max HP at the end of each turn.
Quick Claw
Held: Holder has a 3/16 (18.75%) chance to move first.
Life Orb
Held: Holder’s moves inflict 30% extra damage, but cost 10% max HP.
King's Rock
Held: Damaging moves gain a 10% chance to make their target flinch. Traded on a Poliwhirl: Holder evolves into Politoed. Traded on a Slowpoke: Holder evolves into Slowking.
Zero To Hero
Transforms into its Hero Form when switching out.
How to read these numbers
Each row shows the damage range for two defender builds:
Use these bookends to estimate the real threat based on how you actually built it.
Calc assumes max-investment attacker, defender bookends 0/0 vs 32/32+. Weather only applied when the attacker sets it. Screens, defender items (AV/Eviolite), and crits are ignored.